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Evaluation of a Game-Based Learning Approach to Support the Digitalisation of Production

: Draghici, Viorel Petrut; Yesilyurt, Ozan; Bauer, Dennis; Körting, Laura

University of Brighton, Brighton:
14th European Conference on Games Based Learning, ECGBL 2020. Proceedings : Brighton, UK, 24-25 September 2020
Brighton, 2020
ISBN: 978-1-912764-71-6 (Print)
ISBN: 978-1-912764-70-9 (Online)
European Conference on Games Based Learning (ECGBL) <14, 2020, Online>
Fraunhofer IPA ()
digitale Produktion; Digitale Transformation; evaluation; lean production; simulation; Spiel

Fraunhofer IPA has developed the simulation game “Digitalised Production Control” (Yesilyurt et al., 2019) to prepare and instruct employees as well as university and high school students about the ongoing fundamental transformation of the manufacturing industry brought by the fourth industrial revolution. The overarching idea of the simulation game was to place the players in the typical job roles of a manufacturing enterprise, which must handle the increased complexity of producing and delivering multiple product variants, following the principles of lean production in the first game round and digitalised production in the second game round. Simulation games represent stimulating educational tools for teaching and learning key concepts in a risk-free collaborative environment. However, it is difficult to assess their effectiveness in terms of game design, learning outcomes and motivation. A suitable evaluation design is needed which enables the measurement of the knowledge transfer, quality of game experiences and level of motivation. In this paper, the authors expound an evaluation design based on the logical evaluation model of Kriz and present the statistical analysis of the data gathered from the participants by using a quantitative survey with a 6-point Likert rating scale. The questionnaire consists of a total of 22 statements regarding the content, learning outcomes, motivation, execution and organisation of the simulation game. The dataset originates from 62 questionnaires filled-out anonymously by the participants during the year 2019. The findings from the statistical analysis demonstrate that the goals of the simulation game were achieved for all three focus groups, employees of manufacturing companies, university students and high school students. Gathering participants’ feedback also serves as valuable input data to the iterative improvement process of our simulation game and forms a sound foundation for forthcoming publications.